313 lines
9.1 KiB
C++
313 lines
9.1 KiB
C++
/*
|
|
** Command & Conquer Renegade(tm)
|
|
** Copyright 2025 Electronic Arts Inc.
|
|
**
|
|
** This program is free software: you can redistribute it and/or modify
|
|
** it under the terms of the GNU General Public License as published by
|
|
** the Free Software Foundation, either version 3 of the License, or
|
|
** (at your option) any later version.
|
|
**
|
|
** This program is distributed in the hope that it will be useful,
|
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
** GNU General Public License for more details.
|
|
**
|
|
** You should have received a copy of the GNU General Public License
|
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : Combat *
|
|
* *
|
|
* $Archive:: /Commando/Code/Combat/mapmgr.cpp $*
|
|
* *
|
|
* Author:: Patrick Smith *
|
|
* *
|
|
* $Modtime:: 1/31/02 1:48p $*
|
|
* *
|
|
* $Revision:: 11 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
|
|
#include "mapmgr.h"
|
|
#include "texture.h"
|
|
#include "assetmgr.h"
|
|
#include "saveload.h"
|
|
|
|
//#define FORCE_DISABLE_VTOL // remove this to allow VTOL's on maps that allow VTOLs
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
// Global singleton instance
|
|
///////////////////////////////////////////////////////////////////////
|
|
MapMgrClass _TheMapMgrSaveLoadSubsystem;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Local constants
|
|
////////////////////////////////////////////////////////////////
|
|
enum
|
|
{
|
|
CHUNKID_VARIABLES = 0x07020522,
|
|
CHUNKID_SHROUD
|
|
};
|
|
|
|
enum
|
|
{
|
|
VARID_TEXTURE_NAME = 0x01,
|
|
VARID_CENTER_POINT,
|
|
VARID_SCALE,
|
|
VARID_MAP_TITLE_ID,
|
|
VARID_IS_PLAYER_MARKDER_VISIBLE,
|
|
VARID_ENABLE_VTOL
|
|
};
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Static member intialization
|
|
////////////////////////////////////////////////////////////////
|
|
bool MapMgrClass::IsPlayerMarkerVisible = true;
|
|
int MapMgrClass::MapTitleID = 0;
|
|
StringClass MapMgrClass::MapTextureName;
|
|
Vector2 MapMgrClass::MapCenterPoint (0, 0);
|
|
Vector2 MapMgrClass::MapScale (0, 0);
|
|
Vector2 MapMgrClass::MapSize (0, 0);
|
|
uint32 MapMgrClass::CloudVector[CLOUD_VECTOR_SIZE] = { 0 };
|
|
bool MapMgrClass::EnableVTOL = false;
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Map_Texture_Filename
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
MapMgrClass::Get_Map_Texture_Filename (StringClass &filename)
|
|
{
|
|
//
|
|
// Strip off the path if necessary
|
|
//
|
|
filename = MapTextureName;
|
|
char *dir_delimiter = ::strrchr (MapTextureName, '\\');
|
|
if (dir_delimiter != NULL) {
|
|
filename = (dir_delimiter + 1);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_Map_Texture
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
MapMgrClass::Set_Map_Texture (const char *filename)
|
|
{
|
|
//
|
|
// Strip off the path if necessary
|
|
//
|
|
StringClass filename_only = filename;
|
|
char *dir_delimiter = ::strrchr (filename, '\\');
|
|
if (dir_delimiter != NULL) {
|
|
filename_only = (dir_delimiter + 1);
|
|
}
|
|
|
|
//
|
|
// Load the texture
|
|
//
|
|
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (filename_only, TextureClass::MIP_LEVELS_1);
|
|
if (texture != NULL) {
|
|
|
|
//
|
|
// Get the dimensions of the texture
|
|
//
|
|
// SurfaceClass::SurfaceDescription surface_desc;
|
|
// texture->Get_Level_Description (surface_desc);
|
|
// MapSize.X = surface_desc.Width;
|
|
// MapSize.Y = surface_desc.Height;
|
|
MapSize.X = texture->Get_Width();
|
|
MapSize.Y = texture->Get_Height();
|
|
|
|
//
|
|
// Release our hold on the texture
|
|
//
|
|
REF_PTR_RELEASE (texture);
|
|
}
|
|
|
|
//
|
|
// Cache the texture name
|
|
//
|
|
MapTextureName = filename;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Save
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
MapMgrClass::Save (ChunkSaveClass &csave)
|
|
{
|
|
//
|
|
// Write the variables
|
|
//
|
|
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
|
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, MapTextureName);
|
|
WRITE_MICRO_CHUNK (csave, VARID_CENTER_POINT, MapCenterPoint);
|
|
WRITE_MICRO_CHUNK (csave, VARID_SCALE, MapScale);
|
|
WRITE_MICRO_CHUNK (csave, VARID_MAP_TITLE_ID, MapTitleID);
|
|
WRITE_MICRO_CHUNK (csave, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
|
|
WRITE_MICRO_CHUNK (csave, VARID_ENABLE_VTOL, EnableVTOL);
|
|
csave.End_Chunk ();
|
|
|
|
//
|
|
// Write the current shroud
|
|
//
|
|
csave.Begin_Chunk (CHUNKID_SHROUD);
|
|
int size = CLOUD_VECTOR_SIZE;
|
|
csave.Write (&size, sizeof (size));
|
|
csave.Write (CloudVector, sizeof (CloudVector));
|
|
csave.End_Chunk ();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
MapMgrClass::Load (ChunkLoadClass &cload)
|
|
{
|
|
|
|
while (cload.Open_Chunk ()) {
|
|
switch (cload.Cur_Chunk_ID ()) {
|
|
|
|
//
|
|
// Load all the variables from this chunk
|
|
//
|
|
case CHUNKID_VARIABLES:
|
|
Load_Variables (cload);
|
|
break;
|
|
|
|
case CHUNKID_SHROUD:
|
|
{
|
|
//
|
|
// Read the shroud vector from its chunk
|
|
//
|
|
int size = 0;
|
|
cload.Read (&size, sizeof (size));
|
|
if (size == CLOUD_VECTOR_SIZE) {
|
|
cload.Read (CloudVector, sizeof (CloudVector));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
cload.Close_Chunk ();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Variables
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
MapMgrClass::Load_Variables (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Micro_Chunk ()) {
|
|
switch (cload.Cur_Micro_Chunk_ID ()) {
|
|
|
|
READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, MapTextureName);
|
|
READ_MICRO_CHUNK (cload, VARID_CENTER_POINT, MapCenterPoint);
|
|
READ_MICRO_CHUNK (cload, VARID_SCALE, MapScale);
|
|
READ_MICRO_CHUNK (cload, VARID_MAP_TITLE_ID, MapTitleID);
|
|
READ_MICRO_CHUNK (cload, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
|
|
READ_MICRO_CHUNK (cload, VARID_ENABLE_VTOL, EnableVTOL);
|
|
}
|
|
|
|
cload.Close_Micro_Chunk ();
|
|
}
|
|
|
|
//
|
|
// (gth) VTOL DISABLE! We are not going to let Modders make VTOL aircraft
|
|
// until we release some levels with them. FORCE the EnableVTOL flag to
|
|
// false for now. When we release some maps with orcas, then we patch
|
|
// the game with this line of code removed and the mod people can make them
|
|
// too.
|
|
//
|
|
#ifdef FORCE_DISABLE_VTOL
|
|
EnableVTOL = false;
|
|
#endif
|
|
|
|
SaveLoadSystemClass::Register_Post_Load_Callback (this);
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// On_Post_Load
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
MapMgrClass::On_Post_Load (void)
|
|
{
|
|
Set_Map_Texture (MapTextureName);
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Clear_Cloud_Cells
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
MapMgrClass::Clear_Cloud_Cells (const Vector3 &pos, int pixel_radius)
|
|
{
|
|
if (MapSize.X <= 0 || MapSize.Y <= 0) {
|
|
return ;
|
|
}
|
|
|
|
//
|
|
// Calculate where (in map pixels) this position lies
|
|
//
|
|
float map_x_pos = MapCenterPoint.X + (pos.X * MapScale.X);
|
|
float map_y_pos = MapCenterPoint.Y - (pos.Y * MapScale.Y);
|
|
|
|
//
|
|
// Determine what the min and max cells this region includes
|
|
//
|
|
int min_cell_x = int(((map_x_pos - pixel_radius) / MapSize.X) * CLOUD_WIDTH);
|
|
int min_cell_y = int(((map_y_pos - pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
|
|
|
|
int max_cell_x = int(((map_x_pos + pixel_radius) / MapSize.X) * CLOUD_WIDTH);
|
|
int max_cell_y = int(((map_y_pos + pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
|
|
|
|
//
|
|
// Clear all the cells in this region
|
|
//
|
|
for (int cell_x = min_cell_x; cell_x <= max_cell_x; cell_x ++) {
|
|
for (int cell_y = min_cell_y; cell_y <= max_cell_y; cell_y ++) {
|
|
Clear_Cloud_Cell (cell_x, cell_y);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|